So I’m starting a new homebrew setting and some of the major NPCs in my head will be demis (offspring of a mortal and a god).
one idea I have is treat it like a regular race only bonus bump up the physical ability scores ala a Hercules. As well as some minor perks ( increased healing at a rest for example). essentially I want the demi template to be something like:
-scores use point buy or standard array as normal; including racial bonus. Then add a “divine” bonus to the 3 physical stats (bonus pending)
- roll double the hit dice on a shirt rest
-spell like ability to cast commune (parental god only) 1/week
If they're going to potentially fight the PCs, build them as a monster. It works better, and you have more flexibility to build them as you like.
If they're going to fight alongside the PCs, then they shouldn't be so powerful that they steal the PCs' thunder.
Either way, you don't need to build them unless they're actually going to be on-stage in a potential combat situation.
(You also don't need to build them with consistent model. In myths, divine heritage is a highly variable thing. You can if you want to, but more flexibility lets you fit their capabilities to what you need at the time.)
Demi-gods always have a degree of superhuman magic to them and a flaw / weakness. I'd probably represent that as them being permanently under the effect of somekind of buff-spell that can be cancelled out if an enemy knows their flaw/weakness.
Some would be opponents potentially and I agree that they don’t need to be stated out unless they are actually going to fight the party; however knowing the chaotic nature of some players I wanted a rough build idea just in case.
I do really like the idea of keeping it variable vs a flat template like I originally suggested as if using the greek orginal example not every sion was a Hercules, butnwere gifted in other means
Some would be opponents potentially and I agree that they don’t need to be stated out unless they are actually going to fight the party; however knowing the chaotic nature of some players I wanted a rough build idea just in case.
There are several things one can do there, depending on your style and players:
Smiling, "Are you sure you want to do that?"
"This is entirely out of your league at the moment. Do you want to reconsider?"
"I didn't expect you to try this on. If you really want to do it, I'll have to prep the fight for next session."
"They look at you contemptuously, and teleport away."
(After a round of them countering or no-selling the PCs attacks) "They laugh, and say 'If you yield now, I will be merciful.'"
And, especially if your players have been warned, there is no sin in "You lose." You then can roll into the consequences, such as:
"They were feeling merciful, you your lives are spared. You wake up in..."
"They kill you all. You distinctly remember that. Nonetheless, you wake up in..."
Divine Power. 1/week you can gain a +10 to an ability check. you chose the ability when you gain this lineage
Ability score increase. you gain a +2 in the ability you chose for divine power
Fatal Flaw. you have a fatal flaw. you choose exactly what this flaw entails, but a vulnerable spot, irresistible vice, or unconquerable thirst are good examples. if a creature exploits this fatal flaw, sutch as striking the vulnerable spot or withholding the irresistible vice, you are stunned for 1 minute.
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Race: Not Human. that's for sure
Class: Godless monster in human form bent on extending their natural life to unnatural extremes
Alignment: Lawful Evil
fun fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
There are no specific mechanics for a demigod they're simply very powerful npcs. I also don't generally recommend using player like stat rules or character creation for npcs because they serve a different purpose. The player rules are designed for them to have a collection of abilities for different situations that advance over time. Where as an NPC is often static and serves a specific purpose. Using player rules for NPCs usually results in bloated stat blocks with unused abilities and limits game play mechanics only to what makes sense for a character in a team of 4.
My advice for a demi god would be to pick an NPC stat block like a gladiator and give them some special abilities. For example to give the impression of super strength you may give them the rock throw from a stone giant and the ability to knock people back on their attacks if they want. Maybe also make their weapon too heavy to wield by players. It's a fraction of the effort of a player sheet and probably gets the impression across better than any player class.
Some NPCs and activities you can get by just by setting dcs based on the difficulty you think is appropriate.
For ideas on mechanics to add to stat blocks look to
other stat blocks
spells
class abilities
but instead of using player rules like spell slots ect... think in terms of an encounter. So is it something
Always active - passive ability
Every round - at will ability
a random amount of times - recharge mechanic
a resource the players may try to use up- charges (usually best to use for defences)
a once off big moment - single use/ daily
You can also have abilities like "once a day a play may ask them to use the spell Contact Other Plane" but you balance them like magic items which you give out as a reward to players. I'd also tell players put it on their sheets so that they remember it as a resources available to them.
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So I’m starting a new homebrew setting and some of the major NPCs in my head will be demis (offspring of a mortal and a god).
one idea I have is treat it like a regular race only bonus bump up the physical ability scores ala a Hercules. As well as some minor perks ( increased healing at a rest for example). essentially I want the demi template to be something like:
-scores use point buy or standard array as normal; including racial bonus. Then add a “divine” bonus to the 3 physical stats (bonus pending)
- roll double the hit dice on a shirt rest
-spell like ability to cast commune (parental god only) 1/week
For what purpose are you building them?
If they're going to potentially fight the PCs, build them as a monster. It works better, and you have more flexibility to build them as you like.
If they're going to fight alongside the PCs, then they shouldn't be so powerful that they steal the PCs' thunder.
Either way, you don't need to build them unless they're actually going to be on-stage in a potential combat situation.
(You also don't need to build them with consistent model. In myths, divine heritage is a highly variable thing. You can if you want to, but more flexibility lets you fit their capabilities to what you need at the time.)
Demi-gods always have a degree of superhuman magic to them and a flaw / weakness. I'd probably represent that as them being permanently under the effect of somekind of buff-spell that can be cancelled out if an enemy knows their flaw/weakness.
Some would be opponents potentially and I agree that they don’t need to be stated out unless they are actually going to fight the party; however knowing the chaotic nature of some players I wanted a rough build idea just in case.
I do really like the idea of keeping it variable vs a flat template like I originally suggested as if using the greek orginal example not every sion was a Hercules, butnwere gifted in other means
There are several things one can do there, depending on your style and players:
And, especially if your players have been warned, there is no sin in "You lose." You then can roll into the consequences, such as:
this sounds cool. I might use this.
its a lineage like the ones in VGR
Divine Power. 1/week you can gain a +10 to an ability check. you chose the ability when you gain this lineage
Ability score increase. you gain a +2 in the ability you chose for divine power
Fatal Flaw. you have a fatal flaw. you choose exactly what this flaw entails, but a vulnerable spot, irresistible vice, or unconquerable thirst are good examples. if a creature exploits this fatal flaw, sutch as striking the vulnerable spot or withholding the irresistible vice, you are stunned for 1 minute.
Race: Not Human. that's for sure
Class: Godless monster in human form bent on extending their natural life to unnatural extremes
Alignment: Lawful Evil
fun fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
There are no specific mechanics for a demigod they're simply very powerful npcs. I also don't generally recommend using player like stat rules or character creation for npcs because they serve a different purpose. The player rules are designed for them to have a collection of abilities for different situations that advance over time. Where as an NPC is often static and serves a specific purpose. Using player rules for NPCs usually results in bloated stat blocks with unused abilities and limits game play mechanics only to what makes sense for a character in a team of 4.
My advice for a demi god would be to pick an NPC stat block like a gladiator and give them some special abilities. For example to give the impression of super strength you may give them the rock throw from a stone giant and the ability to knock people back on their attacks if they want. Maybe also make their weapon too heavy to wield by players. It's a fraction of the effort of a player sheet and probably gets the impression across better than any player class.
Some NPCs and activities you can get by just by setting dcs based on the difficulty you think is appropriate.
For ideas on mechanics to add to stat blocks look to
but instead of using player rules like spell slots ect... think in terms of an encounter. So is it something
You can also have abilities like "once a day a play may ask them to use the spell Contact Other Plane" but you balance them like magic items which you give out as a reward to players. I'd also tell players put it on their sheets so that they remember it as a resources available to them.